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* In ''VideoGame/FireEmblemAwakening'', you can do "Paralogues," which are auxiliary stories to the main narrative. In one, you happen upon two rival bands of mercenaries who've been feuding over an area for a while before the Shepherds, that is, your party, arrives. You're given the option of allying yourselves with either faction, or neither, and if you [[TakeAThirdOption pick the third option]], both teams forget their enmity and will fight side by side if it means killing you and your friends.
* In ''VideoGame/FireEmblemFates'', there's two DLC maps involving the Hoshido and Nohr royal families that are effectively the same in execution: the siblings are all competing for something (a beach trip in Beach Brawl, and to share their power with another world's Corrin in Royal Royale), and the pseudo-story implies that it's going to be essentially a free-for-all, each sibling and their retainers against the other seven groups. Instead, it's whichever sibling you chose and his/her two retainers against all twenty-one other units, who will go out of their way to assist another of the computer-controller siblings. In addition, there are two chapters in the ''Revelation'' route (6 and 13) where Hoshido and Nohr duke it out with you caught in the middle; you'd expect them to fight each other as well as you, but it's everyone against poor Corrin.

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* In the ''Franchise/FireEmblem'' series:
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In ''VideoGame/FireEmblemAwakening'', you can do "Paralogues," which are auxiliary stories to the main narrative. In one, you happen upon two rival bands of mercenaries who've been feuding over an area for a while before the Shepherds, that is, your party, arrives. You're given the option of allying yourselves with either faction, or neither, and if you [[TakeAThirdOption pick the third option]], both teams forget their enmity and will fight side by side if it means killing you and your friends.
* ** In ''VideoGame/FireEmblemFates'', there's two DLC maps involving the Hoshido and Nohr royal families that are effectively the same in execution: the siblings are all competing for something (a beach trip in Beach Brawl, and to share their power with another world's Corrin in Royal Royale), and the pseudo-story implies that it's going to be essentially a free-for-all, each sibling and their retainers against the other seven groups. Instead, it's whichever sibling you chose and his/her two retainers against all twenty-one other units, who will go out of their way to assist another of the computer-controller siblings. In addition, there are two chapters in the ''Revelation'' route (6 and 13) where Hoshido and Nohr duke it out with you caught in the middle; you'd expect them to fight each other as well as you, but it's everyone against poor Corrin.Corrin.
** In ''VideoGame/FireEmblemThreeHouses'', the first chapter theoretically ends in a three-way showdown between the house you picked and the two you didn't, but in practice it's everyone against you. This is particularly bizarre seeing that this game does have three-way battles and you do get a proper MeleeATrois between the houses later on in Chapter 9.

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*** Specifically, they are completely invincible if they are too far from the player. While they can and do attack each other, if the player isn't nearby, those attacks will do no damage. This is difficult to spot, but some levels allow you to see them attacking each other for no damage. This is to keep you from hanging back and letting them take each other out for an easy win. They do prioritize you, but not exclusively.


* A more blatant example would be in ''[[VideoGame/GoldenEye1997 Goldeneye 007]]'' for the N64. In the second run on the Bunker area, the game introduces you to your fellow prisoner Natalya whom you can free by killing the prison guard and taking the cell key. The troops in the Bunker will be absolutely focused on you and no one but you, completely ignoring the other prisoner who is following you around. She can get damaged, but sometimes you can never tell since in most cases she never even flinches from stray shots. Not that it matters, since they're all dead set on you. In fact, if you get to the main room and don't take out the guards watching over the computer, they will act as if Natayla isn't there at all as she makes her approach to it and turns it on.

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* A more blatant example would be in ''[[VideoGame/GoldenEye1997 Goldeneye 007]]'' for the N64. In the second run on the Bunker area, the game introduces you to your fellow prisoner Natalya whom you can free by killing the prison guard and taking the cell key. The troops in the Bunker will be absolutely focused on you and no one but you, completely ignoring the other prisoner who is following you around. She can get damaged, but sometimes you can never tell since in most cases she never even flinches from stray shots. Not that it matters, since they're all dead set on you. In fact, if you get to the main room and don't take out the guards watching over the computer, they will act as if Natayla isn't there at all as she makes her approach to it and turns it on.on.
** Note that this works out very much in your favor. Even when she is armed, she is totally ignored, even though she is actually a pretty good shot, and an intelligent opponent would kill her easily. Of course the instant she actually turns on the computer, infinite enemies start coming from all the entrances, and they all start going for her, and completely ignoring you.


* A limited version of this appears in ''VideoGame/DeadRising'', while zombies will attack anyone close to them, the far more dangerous Psychos prioritize you until they take alot of damage from other sources. This is exploitable for easy boss kills as you lure a Psycho into a group of survivors that you outfitted with guns.

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* A limited version of this appears in ''VideoGame/DeadRising'', ''VideoGame/DeadRising2'', while zombies will attack anyone close to them, the far more dangerous Psychos prioritize you until they take alot of damage from other sources. This is exploitable for easy boss kills as you lure a Psycho into a group of survivors that you outfitted with guns.

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* A limited version of this appears in ''VideoGame/DeadRising'', while zombies will attack anyone close to them, the far more dangerous Psychos prioritize you until they take alot of damage from other sources. This is exploitable for easy boss kills as you lure a Psycho into a group of survivors that you outfitted with guns.


* In ''VideoGame/TheElderScrollsVSkyrim'', you can see people attacking monsters (or even each other) but if you stay out of the way, they actually ''will'' kill each other and let you attack the survivor. Other times, they'll forget whatever they had and attack ''you''. There have also been reports of dragons luring players into the aggro radius of monsters and letting them cherry-tap the player.
** This is particularly noticeable when a dragon attacks while you're already fighting something else. On one hand, you'd think that anything that isn't another dragon would perceive the dragon as a bigger threat than you, and temporarily team up with you to take it down. On the other hand, seeing how the PlayerCharacter will probably coldly hand everyone their respective asses at the same time, they may be making the right decision in teaming up with the dragon.

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* In ''VideoGame/TheElderScrollsVSkyrim'', you ''Franchise/TheElderScrolls'':
** Starting with the series' [[VideoGame3DLeap 3D Leap]][=/=][[VideoGameAI AI Enhancements]] in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', this is played with considerably. You
can see people find instances of [=NPCs=] and/or creatures attacking monsters (or even each other) but one another. Typically, if you stay out of the their way, they actually ''will'' one will kill each other and let the other, allowing you to attack the weakened survivor. Other times, However, this is far from a guarantee. Venture too close, and it is possible that they'll forget about whatever grudge they had and and attack ''you''. This continues through to ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''Skyrim'' as well.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]''[='s=] [[OurDragonsAreDifferent dragons]] seem to have this as part of their AI.
There have also been reports of dragons luring players into the aggro radius of monsters other creatures and letting hostile [=NPCs=], bringing them cherry-tap into the player.
**
fight against the player while the dragon circles and attacks from above. This is particularly noticeable when a dragon attacks while you're already fighting something else. On one hand, you'd You'd think that anything that isn't another dragon would perceive the dragon as a bigger threat than you, and temporarily team up with you to take it down. On the other hand, seeing how the PlayerCharacter will probably coldly hand everyone their respective asses at the same time, they may be making the right decision in teaming up with the dragon.down.


You're playing a multi-player game with one player and several computer opponents, set to free-for-all. You'll probably see the AI players fighting each other quite a bit, right?

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You're playing a multi-player game with one player and several computer opponents, set to free-for-all. You'll probably see the [[VideoGameAI AI players players]] fighting each other quite a bit, right?


* Normally avoided in ''{{VideoGame/Doom}}'' and other [[GameEngine Doom-engine]] games, due to [[SetAMookToKillAMook monster infighting]] - while monsters will never attack one another without provocation, they ''will'' retaliate when they hit each other, and generally continue until either you grab both of their attention again or one of them kills the other. Some complications go towards this trope though, as Lost Souls will only make a single attack on on an enemy that hit it before turning their attention back to the player, or if the player is not in sight, going dormant (they don't retain targeting information after a counter-attack, successful or otherwise). [[ArtificialStupidity A successful attack on an enemy still leaves that enemy angry at the Lost Soul.]] And in 'Doom II'', enemies will ignore any damage taken from the [[DemonicSpider Arch-Vile]] (which is hard-coded to not be targetable), though Arch-Viles will kill (and then resurrect where possible) any enemy that hits them by mistake.

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* Normally avoided in ''{{VideoGame/Doom}}'' and other [[GameEngine Doom-engine]] games, due to [[SetAMookToKillAMook monster infighting]] - while monsters will never attack one another without provocation, they ''will'' retaliate when they hit each other, and generally continue until either you grab both of their attention again or one of them kills the other. Some complications go towards this trope though, as Lost Souls will only make a single attack on on an enemy that hit it before turning their attention back to the player, or if the player is not in sight, going dormant (they don't retain targeting information after a counter-attack, successful or otherwise). [[ArtificialStupidity A successful attack on an enemy still leaves that enemy angry at the Lost Soul.]] And in 'Doom ''Doom II'', enemies will ignore any damage taken from the [[DemonicSpider Arch-Vile]] (which is hard-coded to not be targetable), though Arch-Viles will kill (and then resurrect where possible) any enemy that hits them by mistake.


** ''VideoGame/CallOfDutyModernWarfare2'' also has a specific instance of this, where you're told to let two armies battle each other, but if you move faster than a crawl, they'll drop the ongoing battle and shoot at you.

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** ''VideoGame/CallOfDutyModernWarfare2'' ''Modern Warfare 2'' also has a specific instance of this, where you're told to let two armies battle each other, but if you do much more than move faster than a crawl, crawl and maybe shoot one guy in an out-of-the-way spot as he's reloading, they'll drop the ongoing battle with the people specifically sent to kill them and shoot at focus on you.



** This becomes even more annoying - because it's blatantly obvious - in ''VideoGame/HaloReach'' where your NPC teammates are Spartans just as you are. You're not even the team leader, merely the latest addition to the squad - a replacement, no less. Yet the Covenant act (and aim) as if you're the only viable target on the battlefield.

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** This becomes even more annoying - because it's blatantly obvious - in ''VideoGame/HaloReach'' where your NPC teammates are Spartans just as you are. You're not even the team leader, merely the latest addition to the squad - a replacement, no less. Yet outside of cutscenes, the Covenant act (and aim) as if you're the only viable target on the battlefield.



* Normally avoided in ''{{VideoGame/Doom}}'' and other [[GameEngine Doom-engine]] games, due to [[SetAMookToKillAMook monster infighting]]. Some complications go towards this trope though, as Lost Souls will only make a single attack on on an enemy that hit it before turning their attention back to the player, or if the player is not in sight, will go dormant (they don't retain targeting information after a counter-attack, successful or otherwise). [[ArtificialStupidity A successful attack on an enemy still leaves that enemy angry at the Lost Soul.]] And in ''VideoGame/DoomIIHellOnEarth'', enemies will ignore any damage taken from the [[DemonicSpider Arch-Vile]], though Arch-Viles will kill (and then resurrect where possible) any enemy that hits them by mistake.[[note]]The Arch-Vile is hard-coded to be untargetable by other enemies.[[/note]]
* A more blatant example would be in ''[[VideoGame/GoldenEye1997 Goldeneye 007]]'' for the N64. In the second run on the Bunker area, the game introduces you to your fellow prisoner Natalya whom you can free by killing the prison guard and taking the cell key. The troops in the Bunker will be absolutely focused on you and no one but you, completely ignoring the other prisoner who is following you around. She can get damaged, but sometimes you can never tell since in most cases she never even flinches from stray shots. Not that it matters, since they're all dead set on you. In fact, if you get to the main room and not take out the guards watching over the computer, they will act if Natayla isn't there at all as she makes her approach to it and turns it on.

to:

* Normally avoided in ''{{VideoGame/Doom}}'' and other [[GameEngine Doom-engine]] games, due to [[SetAMookToKillAMook monster infighting]]. infighting]] - while monsters will never attack one another without provocation, they ''will'' retaliate when they hit each other, and generally continue until either you grab both of their attention again or one of them kills the other. Some complications go towards this trope though, as Lost Souls will only make a single attack on on an enemy that hit it before turning their attention back to the player, or if the player is not in sight, will go going dormant (they don't retain targeting information after a counter-attack, successful or otherwise). [[ArtificialStupidity A successful attack on an enemy still leaves that enemy angry at the Lost Soul.]] And in ''VideoGame/DoomIIHellOnEarth'', 'Doom II'', enemies will ignore any damage taken from the [[DemonicSpider Arch-Vile]], Arch-Vile]] (which is hard-coded to not be targetable), though Arch-Viles will kill (and then resurrect where possible) any enemy that hits them by mistake.[[note]]The Arch-Vile is hard-coded to be untargetable by other enemies.[[/note]]
mistake.
* A more blatant example would be in ''[[VideoGame/GoldenEye1997 Goldeneye 007]]'' for the N64. In the second run on the Bunker area, the game introduces you to your fellow prisoner Natalya whom you can free by killing the prison guard and taking the cell key. The troops in the Bunker will be absolutely focused on you and no one but you, completely ignoring the other prisoner who is following you around. She can get damaged, but sometimes you can never tell since in most cases she never even flinches from stray shots. Not that it matters, since they're all dead set on you. In fact, if you get to the main room and not don't take out the guards watching over the computer, they will act as if Natayla isn't there at all as she makes her approach to it and turns it on.


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* ''VideoGame/FinalFantasyXIV'' at least allows an aversion of this due to the mechanics of [[DrawAggro aggro]]. In general, it's played straight because different enemy types will never go after each other, but on the occasions you have friendly [=NPCs=] who are capable of attacking enemies or healing you (generally in duties where Alphinaud assists you, though also possible when you've summoned your Chocobo to fight with you or you play a class centered around "pets" like Arcanist's carbuncles or Machinist's autoturrets), enemies will actually go after them when the way you and they are drawing aggro says that they should.

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* The video game version of TabletopGame/SettlersOfCatan typically plays more or less fair with the opponents going after each other, at least on the standard difficulty. However, the computer AI will also choose a Development Card strategy far more commonly than a human player would. Since Development Cards are riskier than using your resources to build and expand, this is essentially giving the computer 3 chances to try a risky strategy that could result in at least ''one'' of them winning (and therefore, you losing).


In many games which feature AI players, those players usually gang up on the human player(s). Even if it would be to their advantage to attack each other, they'll go for the human player every time. Can be an effect of SpitefulAI or ArtificialAtmosphericActions (ie, enemies attack each other but then suddenly start attacking you when there's no reason to)

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In many games which feature AI players, those players usually gang up on the human player(s). Even if it would be to their advantage to attack each other, they'll go for the human player every time. Can be an effect of SpitefulAI or ArtificialAtmosphericActions (ie, enemies attack each other but then suddenly start attacking you when there's no reason to)
to).


* Most bosses in the ''VideoGame/KingdomHearts'' series focus entirely on you instead of your party members, and the ones that don't still heavily favor attacking you over them, to the point where you have to ignore them completely for a while to get them to attack your allies for a few seconds. Doesn't help when if you get KO'd, no matter who is still up, [[WeCannotGoOnWithoutYou YOU LOSE BY DEFAULT!]]

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* Most bosses in the ''VideoGame/KingdomHearts'' ''Franchise/KingdomHearts'' series focus entirely on you instead of your party members, and the ones that don't still heavily favor attacking you over them, to the point where you have to ignore them completely for a while to get them to attack your allies for a few seconds. Doesn't help when if you get KO'd, no matter who is still up, [[WeCannotGoOnWithoutYou YOU LOSE BY DEFAULT!]]


In many games which feature AI players, those players usually gang up on the human player(s). Even if it would be to their advantage to attack each other, they'll go for the human player every time. Can be an effect of SpitefulAI

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In many games which feature AI players, those players usually gang up on the human player(s). Even if it would be to their advantage to attack each other, they'll go for the human player every time. Can be an effect of SpitefulAI
SpitefulAI or ArtificialAtmosphericActions (ie, enemies attack each other but then suddenly start attacking you when there's no reason to)


* * In ''WebVideo/{{Aventures}}'' spin off "Les survivants" one of the player asks if the horde of zombies will be split between attacking their group and the bandit group that is shooting them since zombies seem attracted by sound in this universe. The GM corrects him by saying the zombies are attracted by PlayerCharacter in ''his'' universe.

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* * In ''WebVideo/{{Aventures}}'' spin off "Les survivants" one of the player asks if the horde of zombies will be split between attacking their group and the bandit group that is shooting them since zombies seem attracted by sound in this universe. The GM corrects him by saying the zombies are attracted by PlayerCharacter in ''his'' universe.universe.
* Twice during ''Film/SpeedRacer'' (the Fuji Helexicon and the Grand Prix), [[CorruptCorporateExecutive Royalton]] has other racers gang up on Speed to force him to crash. In the Helexicon, it's only racers from his own company, but for the Grand Prix, he offers an open bounty of one million dollars to anyone in the race.


* Played straight in ''VideoGame/PokemonSunAndMoon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'' in the Battle Royal mode, however. Battle Royal is a mode where 4 people bring out Pokémon and can freely attack each other, the match ending when at least one person has run out of Pokémon and the winner decided among those who haven't. Naturally, when you're playing by yourself against three computer players, the computer players will aim everything they have at your Pokémon, even if there are obvious targets elsewhere. They'll only attack each other if they can score a guaranteed knockout (and thus earn a point), but after that, they'll get right back to working together to eliminate you from the match.* ''VideoGame/NiNoKuniIIRevenantKingdom'''s AI has an unusual quirk in that the enemies seem to have a propensity to go after whoever the player is controlling. This is most noticeable in random battles against enemy groups. Most battles start out with the allies splitting up and taking on different enemies or different groups, but most seem to go right for you. This does mean you can [[GameBreaker exploit this]] by throwing AreaOfEffect attacks on them.

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* Played straight in ''VideoGame/PokemonSunAndMoon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'' in the Battle Royal mode, however. Battle Royal is a mode where 4 people bring out Pokémon and can freely attack each other, the match ending when at least one person has run out of Pokémon and the winner decided among those who haven't. Naturally, when you're playing by yourself against three computer players, the computer players will aim everything they have at your Pokémon, even if there are obvious targets elsewhere. They'll only attack each other if they can score a guaranteed knockout (and thus earn a point), but after that, they'll get right back to working together to eliminate you from the match.match.
* ''VideoGame/NiNoKuniIIRevenantKingdom'''s AI has an unusual quirk in that the enemies seem to have a propensity to go after whoever the player is controlling. This is most noticeable in random battles against enemy groups. Most battles start out with the allies splitting up and taking on different enemies or different groups, but most seem to go right for you. This does mean you can [[GameBreaker exploit this]] by throwing AreaOfEffect attacks on them.

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